Move API-agnostic pipeline state wrapper into core interface

* There's no need for this to be in the UI, and moving it allows it to be used
  from script which is very useful.
This commit is contained in:
baldurk
2018-06-18 18:39:06 +01:00
parent 7ae6581a65
commit 14e3a3d360
48 changed files with 1057 additions and 1203 deletions
+5 -3
View File
@@ -616,10 +616,12 @@ void ShaderViewer::updateWindowTitle()
{
QString shaderName = m_Ctx.GetResourceName(m_ShaderDetails->resourceId);
// if the shader is currently bound, look up the name through the pipeline state. This is purely
// On D3D12, get the shader name from the pipeline rather than the shader itself
// for the benefit of D3D12 which doesn't have separate shader objects
if(m_Ctx.CurPipelineState().GetShader(m_Stage) == m_ShaderDetails->resourceId)
shaderName = m_Ctx.CurPipelineState().GetShaderName(m_Stage);
if(m_Ctx.CurPipelineState().IsCaptureD3D12())
shaderName = QFormatStr("%1 %2")
.arg(m_Ctx.GetResourceName(m_Pipeline))
.arg(m_Ctx.CurPipelineState().Abbrev(m_ShaderDetails->stage));
if(m_Trace)
setWindowTitle(QFormatStr("Debugging %1 - %2").arg(shaderName).arg(m_DebugContext));